midori-school/backgounds/disclaimer.gd

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GDScript3
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extends Node2D
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var presscontinue
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const gamepadtest = preload("res://gamepad.gd")
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var rmusic := AudioStreamPlayer.new()
var wait
# Called when the node enters the scene tree for the first time.
func _ready():
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presscontinue = $Label2
updatehud()
#Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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add_child(rmusic)
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var titlemusic = load(Global.musictracks[1])
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rmusic.stream = titlemusic
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rmusic.mix_target = 1
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rmusic.play(0)
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rmusic.bus = "Music"
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wait = Time.get_ticks_msec()
#pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _input(event):
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gamepadtest.new(event)
updatehud()
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# Mouse in viewport coordinates.
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if Input.is_action_just_pressed("ui_accept") || Input.is_action_just_pressed("mclick"):
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#print("Mouse Click/Unclick at: ", event.position)
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get_tree().change_scene("res://title.tscn")
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#_title()
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func _title():
# This is like autoloading the scene, only
# it happens after already loading the main scene.
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if Global.debug:
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get_tree().change_scene_to_file("res://titl")
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else:
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get_tree().change_scene_to_file("res://levels/ui/credits.tscn")
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#get_tree().root.add_child(title)
#get_tree().root.remove_child(boot)
#boot.queue_free()
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func updatehud():
if Global.gamepad == 0:
presscontinue.set_text(tr("TEXT_CONTINUE_KB"))
elif Global.gamepad == 1:
presscontinue.set_text(tr("TEXT_CONTINUE_US"))
elif Global.gamepad == 2:
presscontinue.set_text(tr("TEXT_CONTINUE_JA"))
elif Global.gamepad == 3:
presscontinue.set_text(tr("TEXT_CONTINUE_GEO"))